vasiliy wrote
tbh, i doubt that mana concept fits to IVAN, at least as i see the game. even if i'll ever implement "wizard training route", it will only allow the player to direct their wands in more than 8 directions, that's all.

as Yancakes
wrote:
"Our hero is a schlub! A fast learning one, but a schlub nonetheless." there are more than enough games with classes, magic systems, and such. i don't think that we need to follow them.
IVAN is a complex game which hides its complexity under relatively limited number of options, so let it stay as that. new players need not to think which class to choose, which traits to take, and so on. and this is the first of many traps IVAN prepared for unsuspected players, lol. "look, this game is so easy!" the limited number of stats helps to better setup this "metatrap", i believe.

I completely agree, the player should not be able to learn spellcasting. However, in vanilla I used Mana as "magic item affinity". Basically, higher Mana lowers cooldown of all magic items you have, or otherwise influences their effects. I reasoned that while the player cannot use magic actively, their magic items are drawing their energy from somewhere (from the user), so a latent talent for magic will still help.
But yeah, I don't think the player should ever be able to learn "real" spells.
Similarly, Will in vanilla is used as a saving throw against many detrimental effects - like sirens. Though it might be currently a bit too weak and should be rebalanced.
vasiliy wrote
by the way: if you'll manage to befriend Kaethos, and give him a healing potion, he'll drink it, and grow a new leg. this is because intelligent monsters will check if they're missing some limbs, and consider this as "need healing" situation. (yes, just checked this. it works.)
Yes!